public virtual void Initialize() //actually setting up needed materials { //Initialize Managers (the thing that will hold all textures used) agents = new NPCManager(); projectiles = new ProjectileManager(400, 20, 15); objects = new EnvironmentManager(); backgrounds = new BackgroundManager(); spawnplaces = new List <SpawnPoint>(); suicideSpawnplaces = new List <SuicideSpawnPoint>(); paths = new PathHelper(); spawns = new SpawnHelper(spawnplaces, suicideSpawnplaces); particles = new ParticleManager(200, 40, 40, 20); abilities = new AbilityManager(3, 25, 10, 20, managers); statistics = new StatisticsManager(typeOfGame.GetTeams()); //NOTE: Upper level creates gametype & cameraManager //Once all the managers and helpers are done, initalize ManagerHelper managers = new ManagerHelper(textures, agents, projectiles, objects, cameras, typeOfGame, this, paths, sounds, particles, spawns, abilities, statistics); //Pass the new ManagerHelper to all the other Managers agents.Initialize(managers); projectiles.Initialize(managers); objects.Initialize(managers); typeOfGame.Initialize(managers); paths.Initialize(managers, 10); particles.Initialize(managers); abilities.Initialize(managers); backgrounds.Initialize(managers); spawns.Intialize(managers); statistics.Intitialize(managers); }
public virtual void Initialize() //actually setting up needed materials { //Initialize Managers (the thing that will hold all textures used) textures = new TextureManager(); agents = new NPCManager(); projectiles = new ProjectileManager(1000, 100, 100); objects = new EnvironmentManager(); backgrounds = new BackgroundManager(); spawnplaces = new List <SpawnPoint>(); paths = new PathHelper(); sounds = new AudioManager(); spawns = new SpawnHelper(spawnplaces);
public ManagerHelper(TextureManager tM, NPCManager nM, ProjectileManager pM, EnvironmentManager eM, CameraManager cM, Gametype tG, Level l, PathHelper pH, AudioManager aM, ParticleManager ptM, SpawnHelper sH, AbilityManager abM, StatisticsManager sM) { textures = tM; agents = nM; projectiles = pM; objects = eM; cameras = cM; theLevel = l; paths = pH; sounds = aM; particles = ptM; spawns = sH; abilities = abM; statistics = sM; typeOfGame = tG; rand = new Random(); }
public virtual void Initialize() //actually setting up needed materials { //Initialize Managers (the thing that will hold all textures used) textures = new TextureManager(); agents = new NPCManager(); projectiles = new ProjectileManager(1000, 100, 100); objects = new EnvironmentManager(); backgrounds = new BackgroundManager(); spawnplaces = new List <SpawnPoint>(); paths = new PathHelper(); sounds = new AudioManager(); spawns = new SpawnHelper(spawnplaces); particles = new ParticleManager(1000, 200, 200, 50); abilities = new AbilityManager(5, 20, 3, 10); //NOTE: Upper level creates gametype & cameraManager //Once all the managers and helpers are done, initalize ManagerHelper managers = new ManagerHelper(textures, agents, projectiles, objects, cameras, typeOfGame, this, paths, sounds, particles, spawns, abilities); //Pass the new ManagerHelper to all the other Managers agents.Initialize(managers); projectiles.Initialize(managers); objects.Initialize(managers); typeOfGame.Initialize(managers); paths.Initialize(managers, 10); particles.Initialize(managers); abilities.Initialize(managers); backgrounds.Initialize(managers); #region Default Textures textures.Add("Dots/Red/grunt_red", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Red/bombardier_red", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Red/specialist_red", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Red/juggernaut_red", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Red/sniper_red", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Red/medic_red", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Red/gunner_red", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Red/commander_red", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Blue/grunt_blue", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Blue/bombardier_blue", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Blue/specialist_blue", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Blue/juggernaut_blue", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Blue/sniper_blue", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Blue/medic_blue", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Blue/gunner_blue", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Blue/commander_blue", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Green/grunt_green", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Green/bombardier_green", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Green/specialist_green", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Green/juggernaut_green", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Green/sniper_green", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Green/medic_green", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Green/gunner_green", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Green/commander_green", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Yellow/grunt_yellow", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Yellow/bombardier_yellow", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Yellow/specialist_yellow", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Yellow/juggernaut_yellow", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Yellow/sniper_yellow", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Yellow/medic_yellow", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Yellow/gunner_yellow", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Yellow/commander_yellow", new Rectangle(0, 0, 32, 32)); textures.Add("Dots/Red/bomber_red", new Rectangle(0, 0, 96, 64)); textures.Add("Dots/Blue/bomber_blue", new Rectangle(0, 0, 96, 64)); textures.Add("Dots/Green/bomber_green", new Rectangle(0, 0, 96, 64)); textures.Add("Dots/Yellow/bomber_yellow", new Rectangle(0, 0, 96, 64)); textures.Add("Projectiles/bullet_standard", new Rectangle(0, 0, 6, 7)); textures.Add("Projectiles/bullet_sniper", new Rectangle(0, 0, 6, 7)); textures.Add("Projectiles/bullet_rocket", new Rectangle(0, 0, 6, 7)); textures.Add("Projectiles/bullet_shotgun", new Rectangle(0, 0, 6, 7)); textures.Add("Projectiles/grenade", new Rectangle(0, 0, 15, 15)); textures.Add("Projectiles/bullet_bombs", new Rectangle(0, 0, 14, 5)); textures.Add("Effects/particle_smoke", new Rectangle(0, 0, 8, 8)); textures.Add("Effects/smoke_red", new Rectangle(0, 0, 9, 9)); textures.Add("Effects/smoke_blue", new Rectangle(0, 0, 9, 9)); textures.Add("Effects/smoke_green", new Rectangle(0, 0, 9, 9)); textures.Add("Effects/smoke_yellow", new Rectangle(0, 0, 9, 9)); textures.Add("Effects/smoke_standard", new Rectangle(0, 0, 30, 30)); textures.Add("Effects/spark_red", new Rectangle(0, 0, 5, 5)); textures.Add("Effects/spark_blue", new Rectangle(0, 0, 5, 5)); textures.Add("Effects/spark_green", new Rectangle(0, 0, 5, 5)); textures.Add("Effects/spark_yellow", new Rectangle(0, 0, 5, 5)); textures.Add("Effects/particle_blood_red", new Rectangle(0, 0, 8, 8)); textures.Add("Effects/particle_blood_blue", new Rectangle(0, 0, 8, 8)); textures.Add("Effects/particle_blood_green", new Rectangle(0, 0, 8, 8)); textures.Add("Effects/particle_blood_yellow", new Rectangle(0, 0, 8, 8)); textures.Add("Effects/particle_fire", new Rectangle(0, 0, 14, 14)); textures.Add("Effects/particle_heal", new Rectangle(0, 0, 16, 16)); textures.Add("Effects/PI_redCommander", new Rectangle(0, 0, 64, 64)); textures.Add("Effects/PI_blueCommander", new Rectangle(0, 0, 64, 64)); textures.Add("Effects/PI_greenCommander", new Rectangle(0, 0, 64, 64)); textures.Add("Effects/PI_yellowCommander", new Rectangle(0, 0, 64, 64)); textures.Add("Dots/Grey/grey_claimable", new Rectangle(0, 0, 36, 36)); textures.Add("Dots/Grey/grey_suicide", new Rectangle(0, 0, 32, 32)); textures.Add("health_station", new Rectangle(0, 0, 64, 64)); textures.Add("Projectiles/flare_red", new Rectangle(0, 0, 15, 15)); textures.Add("Projectiles/flare_blue", new Rectangle(0, 0, 15, 15)); textures.Add("Projectiles/flare_green", new Rectangle(0, 0, 15, 15)); textures.Add("Projectiles/flare_yellow", new Rectangle(0, 0, 15, 15)); textures.Add("Effects/explodeTop", new Rectangle(0, 0, 128, 128)); textures.Add("bases", new Rectangle(0, 0, 64, 64)); textures.Add("Objectives/flag_red", new Rectangle(0, 0, 32, 32)); textures.Add("Objectives/flag_blue", new Rectangle(0, 0, 32, 32)); textures.Add("Objectives/flag_green", new Rectangle(0, 0, 32, 32)); textures.Add("Objectives/flag_yellow", new Rectangle(0, 0, 32, 32)); //HUD elements textures.Add("HUD/bar_health", new Rectangle(0, 0, 127, 14)); textures.Add("HUD/bar_special", new Rectangle(0, 0, 84, 14)); textures.Add("HUD/hud_background", new Rectangle(0, 0, 240, 60)); textures.Add("HUD/hud_blue", new Rectangle(0, 0, 240, 60)); textures.Add("HUD/hud_green", new Rectangle(0, 0, 240, 60)); textures.Add("HUD/hud_gun", new Rectangle(0, 0, 55, 38)); textures.Add("HUD/hud_red", new Rectangle(0, 0, 240, 60)); textures.Add("HUD/hud_toss", new Rectangle(0, 0, 20, 20)); textures.Add("HUD/hud_yellow", new Rectangle(0, 0, 240, 60)); textures.Add("HUD/2playerSplit", cameras.GetFullSize().Bounds); textures.Add("HUD/4playerSplit", cameras.GetFullSize().Bounds); textures.Add("HUD/pauseOverlay", new Rectangle(0, 0, 372, 123)); //Guts textures.Add("Effects/Guts/Red/deadGruntRed", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Red/deadGunnerRed", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Red/deadJuggRed", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Red/deadBombRed", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Red/deadSniperRed", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Red/deadMedicRed", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Red/deadSpecialistRed", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Red/deadCommanderRed", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Blue/deadGruntBlue", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Blue/deadGunnerBlue", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Blue/deadJuggBlue", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Blue/deadBombBlue", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Blue/deadSniperBlue", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Blue/deadMedicBlue", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Blue/deadSpecialistBlue", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Blue/deadCommanderBlue", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Green/deadGruntGreen", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Green/deadGunnerGreen", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Green/deadJuggGreen", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Green/deadBombGreen", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Green/deadSniperGreen", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Green/deadMedicGreen", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Green/deadSpecialistGreen", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Green/deadCommanderGreen", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Yellow/deadGruntYellow", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Yellow/deadGunnerYellow", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Yellow/deadJuggYellow", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Yellow/deadBombYellow", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Yellow/deadSniperYellow", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Yellow/deadMedicYellow", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Yellow/deadSpecialistYellow", new Rectangle(0, 0, 32, 32)); textures.Add("Effects/Guts/Yellow/deadCommanderYellow", new Rectangle(0, 0, 32, 32)); //Abilities textures.Add("Abilities/ability_red", new Rectangle(0, 0, 64, 64)); textures.Add("Abilities/ability_green", new Rectangle(0, 0, 64, 64)); textures.Add("Abilities/ability_blue_splash", new Rectangle(0, 0, 64, 64)); textures.Add("Abilities/ability_blue_spread2", new Rectangle(0, 0, 64, 64)); textures.Add("Abilities/yellow_test", new Rectangle(0, 0, 32, 16)); textures.Add("square", new Rectangle(0, 0, 32, 32)); #endregion #region Default Audio //Shooting sounds sounds.Add("Guns/standardShoot"); sounds.Add("Guns/sniperShoot"); sounds.Add("Guns/shotgunShoot"); sounds.Add("Guns/staticCall"); sounds.Add("Guns/machineShoot"); sounds.Add("Other/planeFly"); sounds.Add("Other/explosion"); sounds.Add("Guns/rocketShoot"); sounds.Add("Guns/flareShoot"); sounds.Add("Guns/grenadeShoot"); sounds.Add("Guns/healShoot"); sounds.Add("Abilities/fireballSound"); sounds.Add("Abilities/waterSound"); sounds.Add("Abilities/rockSound"); sounds.Add("Abilities/sparkSound"); sounds.Add("Explosion1"); #endregion }